Ranger: Difference between revisions

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= Ranger Conclaves =
= Ranger Conclaves =
== Conclave of the Fey Wanderer ==
A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer. As you wander the world, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.
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==== Fey Mark ====
''3rd Level Conclave of the Hunter Feature''<br>
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal 1d6 additional 1d6 Psychic Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
EXTRA.<br>
You can use this Bonus Action a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.<br>
This feature improves and deals additional Damage as you gain Levels in this class, summarized in the following table follows but is described in full in the Ranger's features.
{| class="wikitable"
|+ Mark Improvements
|-
! Feature !! Level !! Improvement
|-
| [[Ranger#Mark Improvement (1d8)|Mark Improvement (1d8)]] || 6th || Your Mark deals 1d8 Damage and when a Marked creature dies you can Mark another creature with a Bonus Action
|-
| [[Ranger#Mark Improvement (1d10)|Mark Improvement (1d10)]] || 9th || Your Mark deals 1d10 Damage and does not require Concentration
|-
| [[Ranger#Mark Improvement (1d12)|Mark Improvement (1d12)]] || 13th || Your Mark deals 1d12 Damage and you can Mark two creatures
|-
| [[Ranger#Mark Improvement (2d12)|Mark Improvement (2d12)]] || 18th || Your Mark does 2d12 Damage, has unlimited uses, and you can use it as a Free Action at the start of your turn
|}
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==== Dreadful Strikes ====
''3rd Level Conclave of the Fey Wanderer Feature''<br>
You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Fey Forest. When you hit a creature with a Weapon Attack, you can deal an additional 1d4 Psychic Damage to the target. A creature can only take this additional Damage once per turn.<br>
This extra Damage increases to 1d6 when you reach 11th Level in this class.
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==== Otherworldly Glamor ====
''3rd Level Conclave of the Fey Wanderer Feature''<br>
Your fey qualities give you a supernatural charm. Whenever you make a Charisma Check, you gain a bonus to the check equal to your Wisdom Modifier.<br>
In addition, you gain Proficiency in one of the following Skills of your choice: Deception, Performance, or Persuasion.
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==== Beguiling Twist ====
''7th Level Conclave of the Fey Wanderer Feature''<br>
The magic of the Fey Forest guards your mind. You have Advantage on Saving Throws against being charmed or frightened.<br>
In addition, whenever you or a creature you can see within 120ft of you succeeds on a Saving Throw against being Charmed or Frightened, you can use your Reaction to force another creature you can see within 120ft of you to make a Wisdom Saving Throw against your Discipline Save DC. On a failed Save, the target is Charmed by you or Frightened of you (your choice) for 1 minute. The target can repeat the Saving Throw at the end of each of its turns, ending the effect on itself on a successful Save.
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==== Warding Glamor ====
''11th Level Conclave of the Fey Wanderer Feature''<br>
You can use your ethereal charm to discourage your foes from attacking you. When a creature would hit you with a Melee Attack, you can use your Reaction to force that creature to make a Wisdom Saving throw against your Discipline Save DC. On a failed Save, you choose a different creature in the Attack's Range, which can include the Attacker, to become the target of the Attack.<br>
You can use this Reaction a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a Long Rest.
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==== Misty Wanderer ====
''15th Level Conclave of the Fey Wanderer Feature''<br>
You can use the tricky movement of fey. You learn the Misty Step Spell and can cast it at will, without expending Spell Slots. When you cast the Misty Step Spell, you can choose one willing creature within 5ft of you. That creature also teleports with the Spell, to an unoccupied space within 5ft of your space after the Spell is cast.
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== Conclave of the Hunter ==
== Conclave of the Hunter ==
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations.
Emulating the Hunter archetype means accepting your place as a bulwark between civilization and the terrors of the wilderness. As you walk the Hunter’s path, you learn specialized techniques for fighting the threats you face, from rampaging ogres and hordes of triton to towering hydras and terrifying aberrations.
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==== Hunter’s Mark ====
==== Hunting Mark ====
''3rd Level Conclave of the Hunter Feature''<br>
''3rd Level Conclave of the Hunter Feature''<br>
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>
You can use your Bonus Action to mark a creature within 60ft of you. This Mark lasts for 1 hour or until you lose Concentration on it. When you hit on an Attack against the target, you deal 1d6 additional Damage. Additionally, you have Advantage on any Wisdom (Perception) or (Survival) Check you make to find or track the Marked creature.<br>